Asteroid Outlaws by GuitarBro
ARRR! YE BE A SPACE PIRATE, MATEY!
(Just kidding, nobody actually still talks like that.)

Wanna join the space pirate crew? Lucky you, these nearby interstellar delivery stations are totally autonomous and set up to launch packages from planet to planet.
We'll give you a loan for a raiding ship. Just intercept those deliveries and bring 'em back to us!

Controls
(Controls are also in-game) - "WASD" will thust relative to the direction the ship is currently facing - Left click on an object to track it/left click nothing to untrack - Right click will untether a tethered object - Holding "Space" will match the velocity of the tracked object. If nothing is tracked, it will reduce your velocity to zero - "B" will open/close the buy menu when stopped near the pirate base ship - "Tab" will switch between input modes - Mouse Look Input Mode: - Use the mouse to aim your ship - Keyboard Rotation Input mode: - Use "Q" and "E" to turn the ship - Use scroll wheel to zoom

Technologies Used
- Unity 2021.3
- Blender
- Affinity Designer
- FL Studio
- Inkscape
- Substance Painter
- Nodewerk

Changelog
1.0.0 - Initial release
1.0.1 - Fixed incorrect button label - Fixed missing right mouse control - Fixed jittery packages in some cases
1.0.2 - Fixed out of control rotation when leaving buy menu
Ratings
| Overall | 429th | 3.72⭐ | 27🧑⚖️ |
| Fun | 754th | 3.26⭐ | 27🧑⚖️ |
| Innovation | 389th | 3.58⭐ | 27🧑⚖️ |
| Theme | 398th | 4.1⭐ | 27🧑⚖️ |
| Graphics | 117th | 4.442⭐ | 28🧑⚖️ |
| Audio | 197th | 3.885⭐ | 28🧑⚖️ |
| Humor | 896th | 2.545⭐ | 24🧑⚖️ |
| Mood | 384th | 3.769⭐ | 28🧑⚖️ |
| Given | 12🗳️ | 22🗨️ |
Awesome work, seriously!
Excellent work, especially for a 2-person team.
@sweltj Appreciate it! Thanks for playing!
But at the same time the game is interesting. It is a pity that there are no other ships that need to be robbed.
You are great!
@blank-3d Switching to keyboard controls can sometimes be easier. The PID that controls rotation may have also built up some error when it couldn't have control while in the buy menu. I'll have to look into that. There is a penalty to debt though. Every 30 seconds you make a payment based on a percentage of the debt, and then it has an interest rate it increases by. More debt = more interest payments. It is pretty low so it isn't too punishing, but it's there. The upgrades were an incentive to sell stuff, but we didn't end up doing a whole lot with it. It probably could have been cut. I'm glad you enjoyed it though!
and the graphics where surprisingly great
One complain i do have is that the rocks are sorta useless. i dunno the exact reason why they where added but I felt like for how much monument they bring to your ship(sending it out of control). they have little reward. I was also going to complain about the controls but other then turning can feel a little sensitive they're pretty good once you get the hang of them and know how the space bar works picking stuff up and sending them back feels fun. it's like the docking session's of kerbal space program turned into a game
I would add a pause menu with an option to restart, as I had to refresh the page on my first try :)
Music is also great
Really well done
@bmanstudio Thanks! Glad you liked it. I actually had your game on my list to check out, so I'll be getting around to it at some point. :thumbsup: We wanted to add a pause menu but ran out of time and figured you can just refresh the page like you did lol.
@meta-link Thank you! Hope you managed to the hang of it.
@torolchuk Thanks for playing! To sell you just have to come to a (near) stop over the pirate base ship. Holding spacebar helps with this since it cancels your velocity.
@arthur-sorignet-gautrot Appreciate the kind words! Thanks for checking our game out.
@fupi Yeah, understanding how to intercept and move relative to objects without drag is a weird thing. It takes rewiring the way you think. If you have experience with KSP docking or playing Outer Wilds (if you don't, you should) it makes it easier to understand. Essentially you need to recognize that your relative velocity is what's important and not just pointing towards your target and thrusting. Slow and smooth is faster than quick and shooting past.
@yuriscat Thanks for the comment and for playing!
@lonelygamedev If you're interested in more like this, it's partially mechanically inspired by ΔV: Rings of Saturn (which I believe is free while the Invasion of Ukraine is ongoing) and, like you mention, docking in KSP. As for the rocks, yeah they're useless. We had a system for randomly spawning the packages with random velocities and stuff, but we wanted to add asteroids that functioned similarly. It made sense to use the same system, and instead of re-writing things to allow for non-collectable objects we just allowed them to be collected too, but mostly useless. It's an option though. Thanks for playing!
@bmanstudio I'll have to check your game out! A restart option before you win or lose would have been a nice addition, yeah.
@meta-link Yes, very tricky to get used to when you're used to physics with drag. Relative velocity is the key. Get that to zero with your target and then slightly thrust towards it and wait. You'll eventually collide. Slow and steady.
@torolchuk I agree keyboard controls may be easier, but harder to learn. It's an extra thing you need to be thinking about, so we had the default handle your rotation and point you towards the mouse so you don't have to think as much. Cargo gets sold when it's within range of the station and the velocity is below a certain value. If you just get it in range and zero your velocity it should sell.
@arthur-sorignet-gautrot Thanks for playing! More variation would have been great, but time is always a factor with LD.
I had problems with some object (that were on tracking beam) were jumping at high speeds around ship, which made ship uncontrollable (also they were fast enough to not be clickable at all). So kind of resulted in a lose.
Apart from that the auto rotation seems way too crazy (it never points towards mouse, but is wobbly) - manual one with Q/E is good though.
All in all I enjoyed it and had fun playing this entry. It could do with few improvements (as every jam game), but is polished enough and overall a solid entry.
The problem with objects jumping around is weird. I haven't experienced that. I don't know what would cause it. I'm sorry you encountered that.
The rotation is controlled by a PID controller that could probably be tuned slightly better. It has the same control as with manual keyboard controls, so it's often easier if the player just takes full control. It's more to think about, but I personally find it easier as well.
Thanks for the feedback!
After that first run i clicked play again and noticed something interesting, my debt seemed higher and there were more objects spawned, so i started wondering if debt and spawn rate was related and...well...

edit: oh it got SO much more interesting as i was posting this, since i was parked and everything was getting so crowded one of the 20kg asteroids smacked me and tethered to me, it started pulling me around the map gathering into a loot nebula as I went...then then started rubberbanding back and forth, accelerating me greatly and launching me FAR outside the map.

All objects you're towing also impart equal force to you, so towing large numbers of object (especially asteroid which weight more) they will make you lose control as it overpowers you. You can right click them to stop towing them.